Re: Apocalypse Game
125 Final Battle 5
Alan's frantic rush to clear the outposts had a purpose far more critical than simply seeking additional rewards. It wasn't about greed, but about preparing for the impending shift in the game dynamics. The inner town of Calumet, where the heart of the Nazi threat lay, was about to become a treacherous battlefield.
As the players attempted to wrap their heads around these rapid changes, the sky above them suddenly roared with the sound of an approaching plane. A deafening detonation followed:
KABBBOMM!!!
The players, including Alan, watched in disbelief as a nearby warehouse disintegrated into rubble, torn apart by a barrage of bombs unleashed by the Nazi plane. And it was evident that this aerial assault was far from over.
"Ooo, my god! This is crazy!!" exclaimed one of the militia leaders, their anxiety palpable.
Amidst this chaos, a new quest update flashed across their game links:
[Secondary Quest (Optional): take control of Calumet town]
[6 hours and 10 minutes left till the end of the round]
[Updating current players: 3,548]
[Updating Nazi soldier: 6,940]
This update served as a stark reminder that this was an optional quest—one that didn't carry a penalty if left uncompleted.
One player, attempting to rationalize the situation, suggested, "Well, we don't need to clear this one, right? We can just take cover until this is over."
However, this sentiment mirrored Alan's past experience. In his previous game, after players had learned about the existence of the airplane attack, some had opted to quit rather than face the impending challenges of the next quest. This exodus of players not only made the secondary quest much more daunting but also cast doubt on their ability to take control of the town under these circumstances.
The mood among the players grew even more intense as news from the military radio reached them that Bravo company had been severely hit by the bomb, resulting in the loss of their commander. Doubt and fear began to creep into the minds of some.
Noticing the unease, Lieutenant Marsh addressed the players, offering them a choice. "If you wish to stay, you can. I will not force you," he declared, his eyes briefly meeting Alan's as he sought his input.
Alan, however, had a different perspective to share with the players. He understood the gravity of the situation and the fear that gripped some of them. "I can't force you to undertake a dangerous task," he began, "but keep in mind that our main objective is already clear. If you die, you'll only incur the standard 2500 death penalty, not the additional 2500 for mission failure."
His words had a profound effect on the players, and their expressions began to change. After all, they had just completed five outposts, earning themselves an average of 3000 to 4000 survival points in the process. Alan added, "If you're still worried, there are two more outposts on the path toward the Nazi base. The survival points reward from those should more than cover any penalties in case of failure."
Alan's words succeeded in rekindling their spirits. Out of the 400 players who had initially arrived, only 20 chose to leave the unit. These were the individuals who had already expended all their points, and even the thought of stepping out of the warehouse terrified them.
With renewed determination and a sense of purpose, Alan spoke, "Alright, Marsh, let's go!"
Despite their willingness to face the gravest dangers, Alan was determined to ensure that as many of these brave individuals as possible survived until the end of the mission. With this in mind, he chose a path that offered greater safety, winding through the cover of multiple fortified buildings.
However, even in the relative safety of the urban landscape, they couldn't completely evade the terrifying Nazi fighter planes. It took them an arduous hour, during which they suffered eight casualties, to reach the next outpost. The journey to the following outpost claimed twelve more lives, despite their swift efforts to administer medical items and save their comrades. Some players were simply obliterated when the bombs struck, leaving no chance for survival.
For those who did make it through the perilous journey, there were rewards to reap. Survivors earned more XP, additional survival points, and the much-needed rank rewards from the two outposts they had cleared. Alan, however, remained desperate and determined to find his elusive third note.
[13:40]
[4 hours and 20 minutes left]
[Updating current players: 3,111]
[Updating Nazi soldier: 5,530]
The group finally arrived at the outskirts of the Nazi base, a location designated by Captain Carter. Out of the initial 400 Delta company players who had embarked on this mission with Alan, only 350 had made it this far. The combined forces of Alpha, Beta, Charlie, and Delta companies, along with the military and militia, numbered just over 1300 players. This total included the Black Sand Mercenary, the US Special Forces, and the Blood Patriots.
As the clock continued to count down and their numbers dwindled, the urgency of their mission became increasingly apparent. They needed a new strategy to ensure a successful outcome, one that could overcome the significant challenges they faced.
The more experienced players among them were not intimidated by the dwindling numbers and believed that dealing with around 5000 Nazi soldiers shouldn't be an insurmountable task. Some agreed with this perspective, bolstered by their confidence in their skills and the support they had from both the military and the militia.
However, Captain Carter introduced another critical factor that had to be considered: the presence of a Weapon of Mass Destruction (WMD). She clarified that this WMD wasn't a nuclear device but rather a poison gas capable of swiftly killing any player who came into contact with it. The gas was likely intended to defend the Nazi base, posing a grave threat to any attackers.
Captain Carter emphasized the gravity of the situation, stating that if they didn't successfully neutralize this threat, charging headlong into the Nazi base would be a suicidal endeavor. This revelation added a new layer of complexity to their mission, as they now needed a volunteer brave enough to take on the dangerous task of dealing with the WMD and preventing its use.
"So who among you are willing to volunteer for this mission?"
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